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[Plugin] GearSwap Extreme

smooth work so far!
One question only: Can i tune this to swap gear not only on spell using but on Combat enabled.
e.g. I farm set 1 bounties so I want to tune somethinf like this:
1) set for walking around looking for bounties while combat is disabled (Bounties zerg run)
2) set for fighting and completing bounties

I know that this could be solved by just attaching it to main attack spells BUT i see better potential in way I've described above.
Thank a lot!

Glad to help! Im not sure how to detect zerg mode, ill look through it tmr, any help would be appreciated
 
Archon is working like a pro!
But my tryes to make it work with channeling spells like Disintegrate are fucked....It's kinda bugged he is keeping to change gear every sec of channeling
Aswell I've discovered that he's not switching gear every time.

Also it wud be fucking awesome to see CD function for some switchings.
Thanks a lot!
 
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Sorry... yesterday was not a good day for me....
Evern you could just look for the Profilenames loaded, or you could generate a ProfileTag which loads another priority and gearlist
 
Sorry... yesterday was not a good day for me....
Evern you could just look for the Profilenames loaded, or you could generate a ProfileTag which loads another priority and gearlist
emm =) as not far expirienced how can i do this?
 
Would love for this to switch ammys based on what AOE is on the ground, ice, fire, posion ect. But this looks like a sick plugin.
 
Check the kill radius as that's how zerg mode 'skips' stuff.

The Kill Radius is set to 45m ... thats a bad indicator
I don't get it
If you know a little bit about c# you could add an Event on
Zeta.Bot.ProfileManager.OnProfileLoaded
which changes the configPath, depending on which profile is loaded.

Or you could write your own ProfileTag (or better the functions needed in the PluginItself)
Here you have a basic xmltag class.
PHP:
using Zeta.Bot.Profile;
using Zeta.TreeSharp;
using Zeta.XmlEngine;

namespace GearSwap
{
    [XmlElement("xmltagname")]
    class XmlTag : ProfileBehavior
    {
        private bool isDone;
        public override bool IsDone
        {
            get { return isDone; }
        }

        [XmlAttribute("someAttribute")]
        public string configName { get; set; }

        protected override Composite CreateBehavior()
        {
            return new Action(ret =>
            {
            //Do Something
            });
        }
    }
}
 
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Would love for this to switch ammys based on what AOE is on the ground, ice, fire, posion ect. But this looks like a sick plugin.
Since this is just a variation of my plugin GearSwap it should do this be default.
 
if we could get support for different skill timeframes for each skill so someone could use more skills this would be awesome. and independent swaps for each slot would be nice too without pausing the whole gear after skill usage. if that gets added this would be an insane plugin.
 
as a Crusader ,, "The Furnace" and " Fate of the Fell" isimportant for me when in rift. I want to use "The Furnace" when killING THE FINAL boss , it can do it?
 
as a Crusader ,, "The Furnace" and " Fate of the Fell" isimportant for me when in rift. I want to use "The Furnace" when killING THE FINAL boss , it can do it?

when greater rifts comes out it won't allow to swap items unless you TP and then can you swap. This would probably required rrrix to update trinity and questtools, since it handles that.
 
when greater rifts comes out it won't allow to swap items unless you TP and then can you swap. This would probably required rrrix to update trinity and questtools, since it handles that.

You can (and still should) run regular rifts when greater rifts are released. Chances are holy shotgun (fate of the fell) simply won't work at higher greater rift levels. It'll probably be Furance w/ fire storm spec.

Furnace for rift boss and extra health and Warzechian Arm guards for conduit would be great if added. But it seems like both versions of gear swap are abandoned :( It's been a while since I coded for DB, but I'll see if I can hack them in.
 
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i found the star of azkaranth today and just realized that gearswap extreme equips it for mortar mobs, which is highly unnecessary, but does not use it vs. fire chain elites. is there a way to fix this?
 
i found the star of azkaranth today and just realized that gearswap extreme equips it for mortar mobs, which is highly unnecessary, but does not use it vs. fire chain elites. is there a way to fix this?
checks.cs look for checkfire. you have to delete the mortar MonsterAffixes. it should normally use it on firechains though.

You can (and still should) run regular rifts when greater rifts are released. Chances are holy shotgun (fate of the fell) simply won't work at higher greater rift levels. It'll probably be Furance w/ fire storm spec.

Furnace for rift boss and extra health and Warzechian Arm guards for conduit would be great if added. But it seems like both versions of gear swap are abandoned :( It's been a while since I coded for DB, but I'll see if I can hack them in.
same thing. you need to edit the checks.cs. for conduit you need the buffsno and for rift bosses you need all the actorsnos.
 
Thank you for the great plugin!! i have a question though. Does this support danetta's set? I would really like to swap to danetta when ooc/zerg mode/no mobs within 100 yds, etc. To do that i am also trying to figure out how to use the xml to trigger the swap at the desired point in a profile. Can you plz give me some hint at how i should go about doing it? I think swapping two gears at once would give me a headache. Thank you in advance!
 
checks.cs look for checkfire. you have to delete the mortar MonsterAffixes. it should normally use it on firechains though.

the code looks as following now in my checks.cs. i watched it several times now... if elites have other elemental affixes than fire chains, it will always swap the amu for another elemental affix with the highest priority (while fire is the highest priority in my config). the only case i did not see myself is whether it swaps for elites that have only fire chains als elemental affix. that seems kinda rare anyways.
Code:
        public static void CheckFire()
        {
            try
            {
            int c = ZetaDia.Actors.GetActorsOfType<ACD>(true, false).Count(a => a != null && a.Distance < 55f && ((a.ActorSNO == 95868) || (a.ActorSNO == 365810) || (a.ActorSNO == 4804) || (a.MonsterAffixes.HasFlag(MonsterAffixes.FireChains)) || (a.MonsterAffixes.HasFlag(MonsterAffixes.Molten))));
            if (c != 0)
                Helpers.SetTrue("Fire");
            }
            catch (Exception e)
            {
                Plugin.WriteToLog("Error checking for Fire!", e);
            }
        }

according to the code it definitely SHOULD swap for fire chains, but it doesn't.

edit: it puts on fuckin mara's for fire chains. why the fuck would it do that? mara's is added as poison...
 
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